Dwarven Armies
Balloon
Cost to Produce: 500
Upkeep: 2
Turns to Build: 4
Attack: N/A
Defend: N/A
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Balloon; Impervious; Invisible; Resilient
Balloon: Unit cannot attack; Unit cannot be attacked; Unit cannot be ambushed
Impervious: Unit is immune to targetable physical effects
Resilient: Unit is immune to non-targetable physical effects
Cannon
Cost to Produce: 1,500
Upkeep: 15
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 1
Movement: 6
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Cannon
Cannon: Once per turn, unit may use Cannon skill on an adjacent enemy stack: One random unit in enemy stack is destroyed. Cannot destroy enemy hero units. This effect counts as a gunpowder effect. If Cannon skill is used on a city, friendly player may choose to reduce city walls by -5 instead of destroying a random enemy unit.
Dwarves
Cost to Produce: 400
Upkeep: 3
Turns to Build: 1
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 7
Vision: 2
Terrain Combat Bonus: +10 in cities; +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: N/A
Mountainwalk: Unit may move on mountain terrain at X cost per hex
Dwarven Phalanx
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 4
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 7
Vision: 2
Terrain Combat Bonus: +10 in cities; +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Brace; Swarm 8
Brace: Unit is immune to trample
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Bear Riders
Cost to Produce: 1,500
Upkeep: 5
Turns to Build: 6
Attack: 35
Defend: 35
Hitpoints: 3
Movement: 18
Vision: 3
Terrain Combat Bonus: +10 in hills; +10 in mountains; +10 in tundra
Terrain Movement Bonus: 2 movement point per hex in hills; 2 movement point per hex in tundra; Mountainwalk 4
Special: Fear -5; Rampage +5; Trample -10
Fear: -5 combat to all units in enemy stack until the end of battle; This counts as a non-targetable psychic effect
Mountainwalk: Unit may move on mountain terrain at X cost per hex
Rampage: When unit wins a combat within battle, unit gains +X combat until the end of battle; This effect can stack
Trample: If a unit with trample combats an enemy unit, if the enemy unit has less combat value than unit with trample, enemy unit receives -X to combat value until the end of battle
Dwarven Berserkers
Cost to Produce: 700
Upkeep: 3
Turns to Build: 2
Attack: 35
Defend: 1
Hitpoints: 3
Movement: 9
Vision: 2
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: Rampage +4
Mountainwalk: Unit may move on mountain terrain at X cost per hex
Rampage: When unit wins a combat within battle, unit gains +X combat until the end of battle; This effect can stack
Chaos Warriors
Cost to Produce: 1,250
Upkeep: 8
Turns to Build: 4
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 9
Vision: 3
Terrain Combat Bonus: +5 in cities
Terrain Movement Bonus: N/A
Special: Mutate; Swarm 4
Mutate: Upon winning a battle, unit gains a permanent +1 combat value and +1 movement
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Hell Riders
Cost to Produce: 275
Upkeep: 2
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 20
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Mutate; Unstable Mutation
Mutate: Upon winning a battle, unit gains a permanent +1 combat value and +1 movement
Unstable Mutation: Unit rolls a d10 at beginning of the turn. On roll of 1, the unit is destroyed. If unit is not destroyed, roll d4 and gain permanent bonus: 1: +1 combat; 2: +1 combat; 3: +2 combat; 4: +1 movement points
Mindblights
Cost to Produce: 300
Upkeep: 1
Turns to Build: 1
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 16
Vision: 1
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Mindblight; Mutate
Mindblight: If unit is killed in combat, enemy unit that kills unit receives a permanent -2 combat. This counts as a targetable psychic effect.
Mutate: Upon winning a battle, unit gains a permanent +1 combat value and +1 movement
Puller
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 5
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Mutate; Pull
Mutate: Upon winning a battle, unit gains a permanent +1 combat value and +1 movement
Pull: At the beginning of combat, unit may pull one enemy to the front of the enemy stack. This ability may not target heroes. This counts as a targetable physical effect.
Seekers
Cost to Produce: 35
Upkeep: 0
Turns to Build: 1
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 22
Vision: 1
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Flying
Warp Priest
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 6
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Warp
Warp: Unit causes all enemy units (global) to suffer -1 combat. This effect can stack. This effect counts as a non-targetable psychic effect.
Harpies
Cost to Produce: 600
Upkeep: 1
Turns to Build: 3
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 24
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 30%; Detection; Evade 40%; Flying; Restrain
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Detection: Unit can see stealth units
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Restrain: Units in enemy stack cannot evade
Maulers
Cost to Produce: 350
Upkeep: 1
Turns to Build: 2
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 14
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Mutate; Unstable Mutation
Mutate: Upon winning a battle, unit gains a permanent +1 combat value and +1 movement
Unstable Mutation: Unit rolls a d10 at beginning of the turn. On roll of 1, the unit is destroyed. If unit is not destroyed, roll d4 and gain permanent bonus: 1: +1 combat; 2: +1 combat; 3: +2 combat; 4: +1 movement points
Mutated Imps
Cost to Produce: 100
Upkeep: 2
Turns to Build: 1
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 16
Vision: 1
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 15%
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Reavers
Cost to Produce: 85
Upkeep: 1
Turns to Build: 1
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 14
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Unstable Mutation
Unstable Mutation: Unit rolls a d10 at beginning of the turn. On roll of 1, the unit is destroyed. If unit is not destroyed, roll d4 and gain permanent bonus: 1: +1 combat; 2: +1 combat; 3: +2 combat; 4: +1 movement points
Swarmers
Cost to Produce: 500
Upkeep: 2
Turns to Build: 3
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 19
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Mutate; Overrun 20; Swarm 3
Mutate: Upon winning a battle, unit gains a permanent +1 combat value and +1 movement
Overrun: If unit has higher max movement speed than an enemy unit that it fights in combat, unit gains X combat value for that combat (after that combat is resolved, this bonus is removed)